The characters are going to find out that a wizard has found a page of the Book of Vile Darkness (although it’s not a real page- a darker force has sent out copies of certain pages that corrupt the reader, driving them mad) and it shows how to tear open the Void and bring forth horrors.

Finally I have moved onto the next phase of heading towards the publication of Hubris… ART!! I am very excited to be working with the awesome and talented David Lewis Johnson (here’s one of his websites– he is currently developing another one). David will be doing most of the artwork for Hubris, as I want to keep the aesthetic similar, although I will have a few other pieces by various artists.

When I developed the goblins, as with orcs– I wanted to keep them familiar, but add my own take on them. The goblins were influenced by horror movies and things like the Goblins in the Castle book and Labyrinth.

In my current Hubris game, my players have encountered the Fire Breath Clan and Vile Gut Clan goblins… but seem to afraid to go to the Land of Perpetual Stone and Mire for some odd reason…

The Four Goblin Clans of Hubris

The Four Goblin Clans of Hubris

Vile, conniving, dastardly, disgusting and cowardly are a few of the words people use to describe the four goblin clans. These despicable creatures are as varied in their temperament, appearance, and tactics as any race in Hubris. The clans show little loyalty to their own brethren and even less to the other factions, preferring trickery, backstabbing, and outright conflict over any sane form of reasoning. Each clans name comes from their strange physical appearance and the bizarre or horrific ability they are able to perform.

Fire Breath Clan goblins stand roughly 3’ in height with fire red or grass green skin. Their large oval-shaped heads are made even more ludicrous by their large bat-like ears, which flap and slap their face as they run. Their eyes are blood red and their mouths are filled with sharp needle-like teeth. Fire Breath Clan goblins prefer jokes, pranks, and backstabbing to outright conflict. Their chaotic nature makes it difficult to understand the clan’s creed or even their alliances, as they have been known to befriend or aid other humanoid races.

Fire Breath Clan goblins name comes from their ability to belch a ball of fire at a target within 10’. A target that is successfully hit by the ball of fire takes 1d6 damage and has a 1 in 6 chance to catch on fire, taking an additional 1d6 damage per round until the fire is out. Fire Breath Clan goblin’s can use this ability once turn.

In combat Fire Breath Clan goblins are as likely to point at their fallen comrades and giggle as they are to lament and weep. Sometimes they forget what they are doing entirely or even breaking into song. Only against their sworn enemy, the Vile Gut Clan, are they focused and show resolve.

Fire Breath Goblins live in the Bogwood Swamp or Great Plains of Unbidden Sorrow.

Vile Gut Clan goblins are disgusting creatures that revel in filth and decay, standing 4’ tall, but are hunched over. Their skin ranges from light green to brown. Their beady eyes are jaundiced and filled with goop and filth, but are sharp and always searching for their next meal or victim. Vile Gut Clan Goblins build their structures much like a bee or wasp, using their toxic spit to paste together a hive. Often times their structures are built on the back of gigantic crabs or other creatures that they have subdued.

Vile Gut Clan goblins are able to vomit a glop of a highly acidic substance onto their victims, which immediately begins to dissolve their flesh, allowing the goblins to suck up the sludge with their proboscis tongue. The acidic goop deals 2d4 damage and 1 point of damage per round until washed off with water for 4 rounds. A Vile Gut Clan goblin can vomit their acidic goop once per day.

Vile Gut Clan goblins love to set ambushes or attack in the dead of night; they enjoy inflicting as much pain on others as possible. These loathsome goblins live in the Bogwood Swamp or Great Plains of Unbidden Sorrow.

Icy Flesh Clan goblins are found in the Frozen Wastes at the north of Hubris. These goblins stand 3’ tall with pale to deep blue skin which is covered in icy protrusions. Their cruel pale blue eyes glint with malevolent intent and their claws and teeth are made up of jagged icicles

An Icy Flesh Clan goblin’s skin is tough and frozen, allowing them to ignore 1 point of damage (physical or magical), however fire does an additional 1d4 points of damage. Their icy claws and teeth are able cause the flesh of a creature to become necrotic. Targets struck with the goblin’s teeth or claws must make a DC 14 Fortitude save or take an additional 1d3 damage. After one week the wound will turn white and then black within two weeks and never heal (although lost HP can be regained).

Of all the goblin clans none are as feared as the Shriveled Eye Clan, which roams the wastes of the Land of Perpetual Stone and Mire. These hunched over grey-skinned creatures stand roughly 3’-4’ tall with overlarge dirty, chipped claws, yellowed teeth, and hairy pot-bellies. Many throughout Hubris believe that these vile creatures were originally from another goblin clan and got too close to the Bleeding Mountain that Pierced the Sky and became corrupted by the tainted blood that flows down its peak.

While vile and disgusting in appearance, it is the Shriveled Eye Clan’s mummified eyes which twitch and glare from their large eye sockets that give them their name. Those who are struck by the gaze of a Shriveled Eye Clan goblin must make a successful DC 16 Fort save or suffer 2d3 Stamina damage and feel their bodies start to become mummified. Targets that are reach 0 Stamina die and are reduced to a lifeless mummified husk. Nothing, not even resurrection, can bring back someone who has died such a horrible death. Shriveled Eye Clan goblins can see in any darkness (even magical) up to 60’.

DIY RPGage is awesome! I love seeing the stuff that people come up with (regardless of system or genre), although I will admit I am more partial to the OSR stuff!

So for the month of May let’s celebrate DIY RPGage! Create a table or chart, do a quick drawing, an adventure or just re-share something you’ve done that is awesome and you’re proud of that is true to the DIY mantra! All in the name of sharing with the community at large.

Just send me a link to your post(s) at ihaveangerissues AT G M A I L DAWT com and at the end of May I will post all of them in a single nicely wrapped link collection.

If you don’t have a blog just email me your submission and I will post it on wrathofzombie!

The Klind are a race that I’ve had in my head since I started writing Hubris. I wanted to take a page out of Dune with their awesome bio-suits, as well as take what I love about the Yuan-Ti race of D&D and make it Hubris.

I have already done a post of inspirational pictures of the Klind (some are reused in this post). The Klind are worshipers of the depraved serpentine god, Set.

Oracle, goddesses of the flesh, temptress are all names given to these beautiful and dangerous beings. All Sex Prophets are female and are held in high esteem, being blessed with rare abilities by Set himself. Sex Prophets are the only of the Klind that do not don the culture’s bizarre bio-organic armored suits. In combat a target struck by a Sex Prophet’s claws must make a Luck check, failure results in1d3 Luck being lanced away from them (these can be regained at a rate of 1 per day). Once per day a Sex Prophet can release a wave of maddening passion and lust in a 60’ radius. All in the affected area must succeed a DC 18 Will Save or collapse and writhe on the ground in a fit of passion and carnal pleasure until their next successful save. Those that critically fail are driven mad and lose 1d3 Personality permanently and writhe on the ground for 1 hour. The Sex Prophet feeds on the lust of her victims, allowing her to see prophecies of the future and replenishing her strength. For every target that fails she regains 1d4 HP. If the Sex Prophet is fully healed all additional 1d4 rolls are converted into 1 point of temporary HP. Sex Prophets constantly see glimpses of the future and possible outcomes. When a target lands a successful attack against a Sex Prophet they must also make a Luck roll- failure means that the Sex Prophet had foreseen the attack and was able to dodge out of harm’s way. Critical successes always hit, the Sex Prophet cannot foresee everything…

Desert Strikers are the foot soldiers and trackers of the Klind Empire. They are dedicated to the teachings of Set and to their High Priest. Desert Strikers prefer to set up ambushes and strike targets unaware, often flanking their foes and pelting them with arrows (there is a 15% that a Desert Strikers has 1d4 arrows laced with Asp venom (DCC, pg 446). Desert Strikers all wear Bio-Organic Armor Type III (see description below).

The Klind Flesh Weavers are responsible for forming and growing the strange bio-organic armor that most of the Klind wear. Aside from their armor looking slightly more ornate than most other Klind, it is their serpent staff that shows their station. While not as skilled in combat as a Desert Striker or the elite Venomous Red Scales, a Flesh Weaver is able to hold their own. While growing the bio-organic armor takes extreme concentration and patience, the Flesh Weaver is able to use their abilities in combat. If a Flesh Weaver concentrates on a target for 3 rounds, that target must succeed a DC 14 Fort Save or have some part of their flesh warped. Roll 1d14 for effect: 1) Legs are fused together; 2) Eye lids are sealed; 3) Lips disappear; 4) Arms fuse together; 5) Arm fuses to abdomen; 6) Leg atrophies; 7) Arm atrophies; 8) Skin takes on melted appearance; 9) Skin melts away on arm, exposing muscles; 10) Lips are fused together; 11) Face becomes stretched; 12) Fingers become fused together; 13) Toes become fused together; 14) Skin melts away on face, exposing muscles.

Grand Weavers are treated as level 4 alchemists and are extremely rare and held in high esteem among the Klind. The Fort DC for their flesh weaving is increased to 20.

Klind Priests bring forth the message of Set unto the masses. They cast dark rituals and offer sacrifices to their deviant god. Through the dark pact with Set, priests take on a serpentine appearance. Their eyes become that of a snake, their nostrils mere slits, and their mouths thin and stretched with small fangs. Priests are able to Invoke the Name of Set as a cleric would, receiving +5 to their roll.

For every 10 priests there is 1 cleric that resides over the den. For every 50 members of the den there is a level 3 cleric.

These elite Klind warriors are a terrifying sight with their armor of red reptilian-like scales and covered in small barbs and hooks; their helmet resembles the head of a red asp of the Slithering Peaks. Very few see what is beneath the helmet, and even fewer have lived to describe.

To become a member of the Venomous Red Scales the initiate must travel to the Slithering Peaks and survive a bite from a Red Asp and then and take part in the Ritual of the Serpent, transforming them into a half man-half snake hybrid.

A Venomous Red Scale is able to deliver a bite attack that deals 1d6 damage. Those struck by the bite must succeed a DC 18 Fort save or die. If the target succeeds they suffer 2d6 Stamina damage and develop a high fever until healed naturally.

A troop of 20 Venomous Red Scales is led by the Serpent Head, a level 5 warrior.

Bio Organic Armor Info

Bio-Organic Armor Type I- Ignores 1 point of all damage, regenerates 1 HP per turn, target does not need to consume more than 1 cup of water every 8 hours, grants low-light and infravision 30’, can breathe in a sandstorm up to 1 hour. AC +3, Check Penalty -0, Fumble die d8.

Bio-Organic Armor Type II- Ignores 2 points of all damage, regenerates 3 HP per turn, target does not need to consume more than 1 cup of water every 8 hours, grants low-light and infravision 60’, can breathe in a sandstorm up to 4 hours, can grow claws (1d4 damage). AC +4, Check Penalty -1, Fumble die d8.

Bio-Organic Armor Type III- Ignores 3 points of all damage, regenerates 4 HP per turn, target does not need to consume more than 1 cup of water every 12 hours, grants low-light and infravision 90’, can breathe in a sandstorm up to 4 hours, can grow claws (1d4 damage). AC +5, Check Penalty -3, Fumble die d8.

Bio Organic Venomous Red Scale Armor– Covered in barbs that do d4 damage to any target in a struggle with wearer. Ignores 3 points of all damage, regenerates 4 HP ever three rounds, target does not need to consume more than 1 cup of water every 24 hours, grants low-light and infravision 90’, can breathe in a sandstorm indefinitely, can grow claws (1d6 damage). AC +6, Check Penalty -4, Fumble die d12.

When I began pondering enemies I wanted in Hubris I knew I wanted to keep some of the “classic” creatures that everyone is familiar with. However I wanted to put a spin on them and make them fresh, new, and/or horrifying. When I was writing the Land of Perpetual Stone and Mire I decided that I wanted orcs to reside there. That they were sending incursions into the “civilized” lands and wreaking havoc. Then I got to thinking about the state of the creature… What did I want to change…? What brought the change…? I decided to link them with the Klind and their sex prophets and flesh weavers.

Carries a mini-version of orc inside- explodes out on first point of damage.

2

Enlarged

10’ tall- increase attack and damage one step higher on die ladder.

3

Conjoined legs

Walks on hands (MV 20’), has spiked tongue 15’ reach (1d6).

4

Tusks

Additional attack at 1d16 (1d4 damage).

5

Jagged claws

1d6 damage, bleed 1 point per round until healed or staunched (3 rounds for bandaging).

6

Acidic vomit

As Vile Gut Clan Goblin (pg XX).

7

Thick flesh

Ignore 1d3 points of physical damage.

8

Elongated arms

Reach increased to 15’.

9

Twins conjoined at waist

Double HP, 3 or 4 attacks.

10

Magically infused

Ability to cast spells (as level 1 wizard).

11

Contaminated blood

Injury to orc creates toxic yellow gas. All within 20’ radius must succeed a DC 14 Fort save or suffer 1d3 Stamina damage per round while in effected area.

12

Grotesque muscles

Treat as 20 strength- increase attack and damage to +5

13

Regeneration

Heals 1d3 damage per round.

14

Squishy flesh

When physically struck deals additional 1d3 damage.

15

No eyes

Blind, but gains tremorsense 30’.

16

Tongue secretion

Targets licked must make DC 12 Fortitude Save or become paralyzed until successful save.

17

Head on stomach

Can’t be beheaded.

18

Backwards bowed spine

Runs on all fours (MV 40’). Sees everything upside down.

19

Black eyes

Infravision (120’), -2 to attack in bright light.

20

Damage resistance

Immune to natural or physical attacks of creatures with 1d3 HD or less.

What these creatures may have been before the Klind flesh-weavers experimented and warped them beyond the point of return has been lost to history. Orcs are vicious and hideous fiends with open sores, bits of metal shoved through their flesh, and horrific corruptions growing on their body. These creatures roam the Land of Perpetual Stone and Mire, attacking anything they come across. Orcs send war parties into the Blighted Sands and Great Plains of Unbidden Sorrow attacking trade lanes, razing villages, and taking prisoners. While some of the prisoners are mercifully murdered and eaten, it is those that are subjected to the horrors of the alchemical baths that truly should be pitied. Somehow the orc shamans have learned the secrets of Klind flesh-weaving and subject their prisoners to alchemical baths, transforming them into grotesque abominations that bolster orc ranks.

Orc shamans are level 4 clerics able to cast evil spells. For every 30 orcs there is 1 shaman. For every 15 orcs there is one shaman initiate (level 1 clerics). For every 10 orcs there is a Fanged Raider as a level 1 warrior. For every 50 orcs there is a Grand Warrior as a level 5 warrior.

Orc Created Abominations– These horrifying monstrosities are the result of prisoners and captured animals that have been subjected to the orc alchemical baths, contaminating them and transforming them into grotesque creatures. Not even a sliver of their former self remains once they have been transformed into abominations. These creatures are loyal to the orcs. If there is a Shaman or Grand Warrior in the ranks, abominations gain +5 to their morale rolls.

Creating an Abomination

Almost any creature can be transformed into an abomination (ultimately it is the Judge’s call on what can or cannot be transformed). Use the base creatures stat blocks but add the following: +1d4 to initiative score, attack, damage, and saves (roll each individually) and add +1-3d6 to HP. The abomination also retains use of any special abilities so long as they do not require concentration. Roll on 2d16 on the table below a number of times equal to the creatures base HD for Horrific Features. Some results have an added effect.

Effect on Failed Save: You’re brain hurts and you scream and claw and scratch at your scalp and face (you suffer -4 to all actions). After 2d3 days a second Fort save must be made. Failure means that your brain explodes and sends fiery fragments everywhere in a 5 ft area doing 1d6 damage.

Recovery: 4 consecutive Fort saves.

*Peasant base stats can be found in DCC, pg 434).

Unicorn**: Init +6; Atk horn +7 (2d4 + curse DC 20 Will or suffer one effect), Effect- roll 1d4: 1) -4 to all rolls; 2) -2d3 from one Attribute; 3) 50% chance each round that the target will be unable to act; 4) There is a 25% chance that each day something horribly unlucky will happen to you) or hoof +4 (1d4+2 dmg); AC 14; HD 4d10+(3d6 abomination HP); MV 60’; Act 1d20; SP Gaze (DC 14 Will or unable to act while looking at the unicorn, only broken upon successful save), Unlucky Aura (DC 20 Will or Luck stat becomes a 3 while within 30’ of a unicorn. The unicorn cannot suppress this ability), Infravision 120’, Death Curse (20% of occurring upon death- use curse stated above but roll twice with two saves); SV Fort +7, Ref +6, Will +10; AL C.

As the demand for ore has grown throughout Hubris, and with the discovery of rich veins in the Whispering Mountains in the Land of Perpetual Stone and Mire, the Black Queen needed more than just the strength of her slaves to help move this valuable cargo; the strength of mortals is fleeting, weak, and can be easily broken. Through strange and devious experiments the Black Queen, who sits on her throne of steam and bones in the Floating Island of Terror, and who brought forth the dreaded Murder Machines, has designed steam-mechs. These massive metal monstrosities allow the driver to lift immensely heavy loads and dig into the mountain faster than any of the Black Queen’s weak and fleshy slaves. While the suit bestows the user with incredible strength, it also demands a terrible price: consuming the life force of the driver. Each time a person’s life force is drained, the queen smiles as she the Floating Island of Terror feast.

Steam-mechs also have several attachments and abilities that can be used in combat. A large cannon is attached to one shoulder of the mech while a large harpoon connected to a cable and winch is mounted on the other. The harpoon can be used to drag heavy items or carts or to strike a target and pull them closer. Once per hour a driver can cause the mech to belch soot from the exhaust port which creates a nebulous cloud in a 15’ radius that dims lights and makes it hard to see. All melee attacks have 20% chance to miss while in the cloud, and ranged attacks have 50% chance of missing. Additionally targets attempting to hide receive +1 to their roll. This effect dissipates after 1d4+1 rounds.

A driver can also cause the mech to burn hot and consume all the coal in the boiler tank causing a large burst of steam to issue out in a 10’ radius. All in that radius take 2d6 damage from the heat. The steam-mech ceases to function after this until another 5lb of coal is put in the fuel chamber and the machine has cooled down (roughly 1 hour).

Steam-mech’s and Player Characters– A player who wishes to operate a mech must understand that the machine is fueled by two things: 1) 5 lb of coal per day; and 2) the life force of the operator (1d3 temp Stamina drain). Six metal tubes rest in the seat and penetrate the operator’s back, draining them of their life energy.

The steam-mech moves at a speed 15’ per round and has an attack is +6 (from Strength increase); the operator gains 20 HP- when machine is damaged it hurts operator, but temp HP is lost first. If the steam-mech takes 100 points of damage, it is destroyed. While in the steam-mech the driver’s Strength becomes 24 (+6) and all checks rolled at a d24.

Yesterday I posed the following on G+ for my Discussion of the Day: Create a DX chart of knick-knack found on the goblin’s bloated dead body (can be magical or not). The community answered and I am not disappointed with the results.

Goblins are awesome and a staple of most D&D-style games… So when your players have crushed in their heads with their boot heel… Here are some random items to find on their personage.